I've just robbed most of the lines of bits for crafting stuff before i took the shot, theres no bottlenecks, but I see your point about direct transfer between assemblers.
I'll have to have a rethink
Flask production Tier 1 and Tier 2
Re: Flask production Tier 1 and Tier 2
Thats my design for 1 & 2...
Both produce the same output per second (5 assembler for pack 1, 6 assembler for pack 2, due to different production times). Excess gears, belts, circuits are placed into chests.
Both produce the same output per second (5 assembler for pack 1, 6 assembler for pack 2, due to different production times). Excess gears, belts, circuits are placed into chests.
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Re: Flask production Tier 1 and Tier 2
I totally agree. This thing is optimized beyond me, but the production and resource consumption is just too high. With this set up you will need huge ass trains and at least three large iron mines. Currently I am in a slow (unoptimized) game and I only have 1/3 of that capability. I think 2/3 of this is what a normal game needs. I wish someone could optimize a smaller 1-3 tier factory.ssilk wrote:I think this is very good, I will take some ideas out from here.Bbut too big. With modules etc, I think about a half or 2/3 of the production is normally enough, especially the blues are really not needed in that amounts. I've calculated that through anywhere else: with the number of assemblies, you could create a high number of blue bottles.
Re: Flask production Tier 1 and Tier 2
Thanks for your nice design. How many labs do you have for this factory? Also, why do you need 5 battery plants? Shouldn't 3 suffice as chemical plants have efficiency of 1.25?sparr wrote:Oh, hmm. It was definitely connected shortly before taking the screenshot. Sorry about that. Looks like there's more than enough space to fix it, though.deradin wrote:I think you have an issue with the pack 3 plants in the bottom right. I think you did not connect the under belt to transport the circuits and batteries.
Re: Flask production Tier 1 and Tier 2
Compact tier 1+2 design with 9x14 footprint for early stages. 1 green + 1 red flasks per 6.66 seconds. Had to use +20% production module to attain balance between green and red production, but at early stages this can be simply ignored. Science labs can be put separately or right on top (3 labs max @ 9x17 footprint).
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Re: Flask production Tier 1 and Tier 2
WOWMadlax wrote:Compact tier 1+2 design with 9x14 footprint for early stages. 1 green + 1 red flasks per 6.66 seconds. Had to use +20% production module to attain balance between green and red production, but at early stages this can be simply ignored. Science labs can be put separately or right on top (3 labs max @ 9x17 footprint).
Such efficiency
Very production
Little space
Doge likes.
xD
Nah, really, It is a great compact design. as compact as i've seen. I personally don't like to have it like that, but it IS great
Re: Flask production Tier 1 and Tier 2
Even more compact design with 10x11 footprint.
The iron and copper inserters are wired to a smart chest. Iron flows while gears < 10, and copper flows while copper < 10. This is needed to stop the cargo wagon from filling with raw materials.
The iron and copper inserters are wired to a smart chest. Iron flows while gears < 10, and copper flows while copper < 10. This is needed to stop the cargo wagon from filling with raw materials.
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Re: Flask production Tier 1 and Tier 2
Very nice! Though you need a little bit more research to be done to implement it, but I like the idea of a cargo wagon in between. Need to think about upgrading my tier 1-4 scheme with that.DaveMcW wrote:Even more compact design with 10x11 footprint.
The iron and copper inserters are wired to a smart chest. Iron flows while gears < 10, and copper flows while copper < 10. This is needed to stop the cargo wagon from filling with raw materials.
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Re: Flask production Tier 1 and Tier 2
A few comments.
I like the idea of using a cargo wagon as a means by which to store items and materials. Unlike a chest which can only be accessed by up to 1 inserter per side, the cargo wagon can be accessed by as many as can fit around it.
Regarding Topas and Sparr's combined Science 1-4 factories, having tested out a similar layout in my own game, without the ability to choose to insert on the near side, the Transport Belt production will very quickly choke the Science 2 production since it produces 2 Transport Belts per cycle, meaning they will back up since Science 2 requires only one of each. Without a mod that adds that functionality in, the alternative is to do what I suggested in a previous response by outputting to a belt to the south and then running a Transport Belt around to merge on the empty side.
In my testing of the layout, I also believe that the Gear Factory for the Science 2 area can also, with a long-handled inserter also provide sufficient production for the Science 1 area, thereby needing one less building.
Overall though, unless you are pushing quickly through research, I think this amount of Science production may be overkill. Once I get the important things researched, research tends to be sporadic at best. I don't think I've ever had more than 4 Science 3 Assembly's and 3 Furnaces in the layout and I've also cut back on the Science 1 and 2 Assembly's. You could probably also eliminate half of the Advanced Circuit production, though those extra advanced circuit production could be diverted to Processing Unit production. Once I got into robotics, I eliminated the belts to the Science 3 as well as to the Research area and have used Requester and Provider chests to supply that which is needed.
I like the idea of using a cargo wagon as a means by which to store items and materials. Unlike a chest which can only be accessed by up to 1 inserter per side, the cargo wagon can be accessed by as many as can fit around it.
Regarding Topas and Sparr's combined Science 1-4 factories, having tested out a similar layout in my own game, without the ability to choose to insert on the near side, the Transport Belt production will very quickly choke the Science 2 production since it produces 2 Transport Belts per cycle, meaning they will back up since Science 2 requires only one of each. Without a mod that adds that functionality in, the alternative is to do what I suggested in a previous response by outputting to a belt to the south and then running a Transport Belt around to merge on the empty side.
In my testing of the layout, I also believe that the Gear Factory for the Science 2 area can also, with a long-handled inserter also provide sufficient production for the Science 1 area, thereby needing one less building.
Overall though, unless you are pushing quickly through research, I think this amount of Science production may be overkill. Once I get the important things researched, research tends to be sporadic at best. I don't think I've ever had more than 4 Science 3 Assembly's and 3 Furnaces in the layout and I've also cut back on the Science 1 and 2 Assembly's. You could probably also eliminate half of the Advanced Circuit production, though those extra advanced circuit production could be diverted to Processing Unit production. Once I got into robotics, I eliminated the belts to the Science 3 as well as to the Research area and have used Requester and Provider chests to supply that which is needed.
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Re: Flask production Tier 1 and Tier 2
A simple production line, not very efficient in terms of time but easy to set up and manage.
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